Example #1
0
        public override void Update(GameTime gameTime)
        {
            //Sets the starting times.
            double curTime = gameTime.TotalGameTime.TotalSeconds;

            if (lastSingleShot < 0)
            {
                lastSingleShot = gameTime.TotalGameTime.TotalSeconds + 5.0f;
                lastDoubleShot = gameTime.TotalGameTime.TotalSeconds + 7.0f;
                lastTripleShot = gameTime.TotalGameTime.TotalSeconds + 10.0f;
                lastPowerUp    = gameTime.TotalGameTime.TotalSeconds + 12.0f;
            }
            //Aims at the player. Always.
            Vector2 playPos = GameRoom.gameRoom.player.GetCenterPosition();

            rotation    = (float)(Math.Atan2(playPos.Y - position.Y, playPos.X - position.X));
            canonMuzzle = new Vector2(position.X + (float)Math.Cos(rotation) * 128.0f, position.Y + (float)Math.Sin(rotation) * 128.0f);
            //Every triple shot, fire off 3 kinds of enemies.
            if (lastTripleShot < curTime)
            {
                GameRoom.gameRoom.AddActor(new TurnShot(canonMuzzle, (float)(rotation - Math.PI / 8), 64.0f * 8));
                GameRoom.gameRoom.AddActor(new AcceleratedShot(canonMuzzle, rotation, 128.0f * 2));
                GameRoom.gameRoom.AddActor(new MineShot(canonMuzzle, rotation, 64.0f * 9));
                GameRoom.gameRoom.AddActor(new TurnShot(canonMuzzle, (float)(rotation + Math.PI / 8), 64.0f * 8));
                lastTripleShot = gameTime.TotalGameTime.TotalSeconds + 5;
                canonSprite.SetAnimation("idle");
                Sound.GetSound(1001).CreateInstance().Play();
                //Every double, fire off 2
            }
            else if (lastDoubleShot < curTime)
            {
                GameRoom.gameRoom.AddActor(new AcceleratedShot(canonMuzzle, (float)(rotation - Math.PI / 3), 64.0f * 2));
                GameRoom.gameRoom.AddActor(new AcceleratedShot(canonMuzzle, (float)(rotation + Math.PI / 3), 64.0f * 2));
                GameRoom.gameRoom.AddActor(new MineShot(canonMuzzle, rotation, 64.0f * 7));
                lastDoubleShot = gameTime.TotalGameTime.TotalSeconds + 2;
                canonSprite.SetAnimation("idle");
                Sound.GetSound(1001).CreateInstance().Play();
                //Every single, fire off one.
            }
            else if (lastSingleShot < curTime)
            {
                GameRoom.gameRoom.AddActor(new StraightShot(canonMuzzle, rotation, 64.0f * 7));
                lastSingleShot = gameTime.TotalGameTime.TotalSeconds + 0.5f;
                canonSprite.SetAnimation("idle");
                Sound.GetSound(1001).CreateInstance().Play();
            }
            //Powerups are a coinflip for now
            if (lastPowerUp < curTime)
            {
                double chance = rand.NextDouble();
                if (chance < 0.5)
                {
                    GameRoom.gameRoom.AddActor(new HealthPowerUpActor(canonMuzzle, rotation, 64.0f * 4));
                }
                else
                {
                    GameRoom.gameRoom.AddActor(new InvulnPowerUpActor(canonMuzzle, rotation, 64.0f * 4));
                }
                lastPowerUp = curTime + 6.0f;
                canonSprite.SetAnimation("idle");
                Sound.GetSound(1002).CreateInstance().Play();
            }
            float closestShotTime = (float)Math.Min(lastTripleShot, Math.Min(lastSingleShot, lastDoubleShot));

            //Plays an animation
            if (Math.Min(lastTripleShot, Math.Min(lastSingleShot, lastDoubleShot)) - 1.0f / 3.0f < curTime)
            {
                canonSprite.SetAnimation("firing");
            }
        }
Example #2
0
        //Collision detection!
        public override void LateUpdate(GameTime gameTime)
        {
            Vector2 playPos = GetCenterPosition();

            foreach (var actor in GameRoom.gameRoom.actors)
            {
                Type t = actor.GetType();
                //Spend as little time as humanly possible comparing the player to every actor type that exists in the room.
                if (t.IsSubclassOf(typeof(EnemyActor)))
                {
                    EnemyActor enem    = (EnemyActor)actor;
                    Vector2    enemPos = enem.GetCenterPosition();
                    float      xDist   = playPos.X - enemPos.X;
                    float      yDist   = playPos.Y - enemPos.Y;
                    //Collisions treat both objects as circle. Not the most accurate hit detection but computationally cheap and easier to write.
                    if (Math.Sqrt((xDist * xDist + yDist * yDist)) < 32)
                    {
                        Damage(enem.damage);
                        if (invuln)
                        {
                            enem.OnKilled();
                            Sound.GetSound(1004).CreateInstance().Play();
                        }
                        else
                        {
                            enem.OnImpact();
                            Sound.GetSound(1003).CreateInstance().Play();
                        }
                    }
                }
                else if (t.IsSubclassOf(typeof(PowerupActor)))
                {
                    PowerupActor pow = (PowerupActor)actor;
                    if (pow.picked)
                    {
                        continue;
                    }
                    Vector2 powPos = pow.GetCenterPosition();
                    float   xDist  = playPos.X - powPos.X;
                    float   yDist  = playPos.Y - powPos.Y;
                    if (Math.Sqrt((xDist * xDist + yDist * yDist)) < 32)
                    {
                        pow.OnPickup(this, gameTime);
                    }
                }
                else
                {
                    continue;
                }
            }
            base.LateUpdate(gameTime);
            //Out of bounds correction
            if (playPos.X < -GetBounds().Width / 2)
            {
                position = new Vector2(-GetBounds().Width / 2, position.Y);
            }
            else if (playPos.X > Game1.mainGame.ViewPort.Width)
            {
                position = new Vector2(Game1.mainGame.ViewPort.Width - GetBounds().Width / 2, position.Y);
            }
            if (playPos.Y < -GetBounds().Height / 2)
            {
                position = new Vector2(position.X, -GetBounds().Height / 2);
            }
            else if (playPos.Y > Game1.mainGame.ViewPort.Height)
            {
                position = new Vector2(position.X, Game1.mainGame.ViewPort.Height - GetBounds().Height / 2);
            }
        }